void Update() { //Check if the left Mouse button is clicked if (Input.GetKeyDown(KeyCode.Mouse0)) { //Set up the new Pointer Event m_PointerEventData = new PointerEventData(m_EventSystem); //Set the Pointer Event Position to that of the mouse position m_PointerEventData.position = Input.mousePosition; //Create a list of Raycast Results List <RaycastResult> results = new List <RaycastResult>(); //Raycast using the Graphics Raycaster and mouse click position m_Raycaster.Raycast(m_PointerEventData, results); //For every result returned, output the name of the GameObject on the Canvas hit by the Ray foreach (RaycastResult result in results) { if (result.gameObject.name != "Ignore" && result.gameObject.GetComponent <Propriete>()) { Propriete Presult = result.gameObject.GetComponent <Propriete>(); if (Presult.RueMaison) { Presult.CreerMaison(); } } } } if (Input.GetKeyDown(KeyCode.Mouse1)) { //Set up the new Pointer Event m_PointerEventData = new PointerEventData(m_EventSystem); //Set the Pointer Event Position to that of the mouse position m_PointerEventData.position = Input.mousePosition; //Create a list of Raycast Results List <RaycastResult> results = new List <RaycastResult>(); //Raycast using the Graphics Raycaster and mouse click position m_Raycaster.Raycast(m_PointerEventData, results); //For every result returned, output the name of the GameObject on the Canvas hit by the Ray foreach (RaycastResult result in results) { if (result.gameObject.name != "Ignore" && result.gameObject.GetComponent <Propriete>()) { Propriete Presult = result.gameObject.GetComponent <Propriete>(); if (Presult.RueMaison) { Presult.RetirerMaison(); } } } } }